Xefas
2016-11-23, 03:51 AM
Oath of Prosperity
The Oath of Prosperity merges the spiritual with the materialistic, benevolence with self-interest, and temperance with a hunger for power, and through these seeming opposites, a paladin can tap a well of energy few of the faithful ever consider. For an object has no value save what a person believes it to have, and in the places where life pools and prosperity reigns, this belief in intrinsic value - a belief in barter, coinage, and economy - currency is a god like any other; a secular god prayed to with every transaction. Money has its temples, its priesthood. It takes sacrifices with each foolish investment and every market crash. It grants miracles to the pious, who buy low and sell high, transmuting cash from the air and growing fat and happy on the collective understanding that a bag of coins can be worth a house, or a meal, or a person. A Paladin of Prosperity is the sword-arm of the dollar and the denarius, pushing trade routes through dangerous lands, putting bandits and thieves into the ground, and relieving the treasure hoards of monsters too ignorant to be taught the three-part name of god. Buy. Sell. Trade.
Tenets
Profit Is King. I must master my emotions. Anger, hatred, disgust, despair, and stubbornness are petty and mortal before the divine coin. To turn a profit, I would forgive that which makes me angry, I would work with those I hate, I would perform duties that displease me, I would push forward when all seems lost, and I would forsake that which is known and comfortable. A fool refuses to trade with his enemies. A wise man allows his enemies to make him money.
A Healthy Society Benefits All. I will uphold the common good. I will create avenues by which the weak may grow strong. I will seek profit that does not destroy those who will profit me in the future. A fool seizes all the wealth around him and builds for himself a manor while the land and its people starve. The wise man tills the land with education, sows the seeds of economic practices, and reaps the trade and interest. From atop a thousand manors, he builds himself a fortress of splendor.
Cure The Infection. I will oppose those who take from the system without giving back. Brigands, burglars, and cutpurses harm the livelihoods of others. Dragons and other monsters hoard resources that are never put back into circulation. Unscrupulous businessmen make quick money by destroying the potential for long-term prosperity for themselves and for others. Tyrants keep their serfs destitute and ignorant, inhibiting the greater development of civilization and industry. A fool lets an infected hand kill them. A wise man cuts it off.
Pride Is Not Arrogance. I will take pride in my successes. I will enjoy what I have earned. A fine person deserves fine things, and those who hold themselves to a higher standard deserve a higher standard of living. Humility is a coward's shield to protect one's ego, and I will not pretend to be less than I am to preserve the comfort of cowards. A fool burns down his house to warm the beggars outside. A wise man asks them if they need a job.
Oath of Prosperity Spells
Spells marked with an asterisk are detailed in the next post.
Paladin LevelSpells
3rd*Coinmark, *Profitable Smite
5th*Auspicious Appraisal, Zone of Truth
9thSending, *Thiefguard
13thLeomund's Secret Chest, *Money On My Mind
17th*Consecrate Caravan, Teleportation Circle
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Eyes of the Profit. As an action, you briefly close your eyes and fill them with the power of your faith. When you open them again, your Channel Divinity is expended, and your eyes become gently swirling masses of golden and silver light. Your mind becomes clear, allowing you to ignore ongoing effects that compel you to act emotionally, such as the Frightened or Charmed conditions, or a Tasha's Hideous Laughter spell, for 1 minute. You can activate this use of Channel Divinity even if one or more of these conditions would otherwise prevent you from taking such an action.
Turn The Poor. As an action, you present some money or something that appears particularly expensive, and speak the holy name of god. Gold and silver light spill forth from your eyes and mouth, expending your Channel Divinity. Each intelligent creature capable of understanding the concept of money within 30 feet of you, whose net worth of all their possessions and property is less than your own net worth, must make a Wisdom saving throw. If a creature fails it saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Chrimatakinesis
At 7th level, you attain the power to control money with sheer force of will.
As an action, you can exert your will on a 5ft-radius area within 30ft (this increases to 60ft at 18th level). You can pick up and move currency in that area using your Charisma score in place of your Strength score (a standard coin weighs about 1/50th of a pound). As part of a single action, you can float an amount of money you're capable of picking up a total of 30ft. You can also "throw" money you've picked up, up to 30ft, which can move outside of your normal control range. This can be used as an attack (see below). By spending an action on consecutive rounds, you may maintain your hold on a single mass of money, causing it to float in a particular area without falling. If you stop controlling money for even a single round, it falls to the ground.
A few specific things that you can do (this list is not exhaustive):
As an action, you can violently move money from one location within 30ft of you, towards a target within 30ft of that area. This is a ranged attack that uses the higher of your (Dexterity or Charisma) modifier for the attack roll. It deals 1d10 damage, plus the higher of your (Dexterity or Charisma) modifier. Small amounts of money (less than 50 coins or bills) deal piercing damage. Large amounts of coinage deal bludgeoning damage, while large amounts of paper currency deal slashing damage. The Extra Attack class feature allows you to make additional attacks with this use of Chrimatakinesis.
As an action, you can draw money up around you into a whirling defensive cloud that obscures your movements and intercepts attacks. This requires a minimum of 500 coins or bills for a Medium creature, and half that for a Small creature. Until the beginning of your next turn, attacks have disadvantage against you.
You can push money around with enough force to flip levers or operate other devices that do not require fine manual dexterity. To do things with more precision, such as turn a doorhandle, open a chest, or pour a bottle of wine, a GM may require a Charisma check. Failure inflicts damage on the manipulated object as if you had attacked it; rather than pour a bottle, you accidentally crush it, instead of turning a knob, you wrench it from its frame.
Holy Word: Bribe
As an action, you invoke the holy name of god and toss a coin, bill, purse or other small form of currency worth one gold piece or more to a creature within 30ft. As you do, a halo of gold and silver light briefly shines from behind your head. If the target is an intelligent creature with a concept of currency, they must make a Wisdom saving throw. On a failed save, they catch the coin (or other form of currency used) and are afflicted with the effects of a Suggestion spell. Like Suggestion, maintaining an instance of holy bribery requires Concentration.
Avatar of Finance
As an action, while there are at least 5000 coins or bills within 60ft of you, you may become the wrath of money incarnate. All currency within 60ft immediately surges towards you, wreathing you in a rapidly churning typhoon of cash. You are lifted up, buffeted by the storm, and it both protects you and augments your attacks. These effects last for 1 minute, after which you must finish a long rest before you may activate this ability again.
You have a flying speed of 60 feet.
All attacks against you have disadvantage.
Each time you make a melee attack, you may unleash a massive, lashing tendril of cash that applies your melee attack to everything in a line 5ft wide and 60ft long.
Each time you make a ranged attack with your Chrimatakinesis ability, you may launch a truly prestigious amount of money into the strike, applying the attack not just to a single target, but to everything in a 10ft radius of your choosing.
The Oath of Prosperity merges the spiritual with the materialistic, benevolence with self-interest, and temperance with a hunger for power, and through these seeming opposites, a paladin can tap a well of energy few of the faithful ever consider. For an object has no value save what a person believes it to have, and in the places where life pools and prosperity reigns, this belief in intrinsic value - a belief in barter, coinage, and economy - currency is a god like any other; a secular god prayed to with every transaction. Money has its temples, its priesthood. It takes sacrifices with each foolish investment and every market crash. It grants miracles to the pious, who buy low and sell high, transmuting cash from the air and growing fat and happy on the collective understanding that a bag of coins can be worth a house, or a meal, or a person. A Paladin of Prosperity is the sword-arm of the dollar and the denarius, pushing trade routes through dangerous lands, putting bandits and thieves into the ground, and relieving the treasure hoards of monsters too ignorant to be taught the three-part name of god. Buy. Sell. Trade.
Tenets
Profit Is King. I must master my emotions. Anger, hatred, disgust, despair, and stubbornness are petty and mortal before the divine coin. To turn a profit, I would forgive that which makes me angry, I would work with those I hate, I would perform duties that displease me, I would push forward when all seems lost, and I would forsake that which is known and comfortable. A fool refuses to trade with his enemies. A wise man allows his enemies to make him money.
A Healthy Society Benefits All. I will uphold the common good. I will create avenues by which the weak may grow strong. I will seek profit that does not destroy those who will profit me in the future. A fool seizes all the wealth around him and builds for himself a manor while the land and its people starve. The wise man tills the land with education, sows the seeds of economic practices, and reaps the trade and interest. From atop a thousand manors, he builds himself a fortress of splendor.
Cure The Infection. I will oppose those who take from the system without giving back. Brigands, burglars, and cutpurses harm the livelihoods of others. Dragons and other monsters hoard resources that are never put back into circulation. Unscrupulous businessmen make quick money by destroying the potential for long-term prosperity for themselves and for others. Tyrants keep their serfs destitute and ignorant, inhibiting the greater development of civilization and industry. A fool lets an infected hand kill them. A wise man cuts it off.
Pride Is Not Arrogance. I will take pride in my successes. I will enjoy what I have earned. A fine person deserves fine things, and those who hold themselves to a higher standard deserve a higher standard of living. Humility is a coward's shield to protect one's ego, and I will not pretend to be less than I am to preserve the comfort of cowards. A fool burns down his house to warm the beggars outside. A wise man asks them if they need a job.
Oath of Prosperity Spells
Spells marked with an asterisk are detailed in the next post.
Paladin LevelSpells
3rd*Coinmark, *Profitable Smite
5th*Auspicious Appraisal, Zone of Truth
9thSending, *Thiefguard
13thLeomund's Secret Chest, *Money On My Mind
17th*Consecrate Caravan, Teleportation Circle
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Eyes of the Profit. As an action, you briefly close your eyes and fill them with the power of your faith. When you open them again, your Channel Divinity is expended, and your eyes become gently swirling masses of golden and silver light. Your mind becomes clear, allowing you to ignore ongoing effects that compel you to act emotionally, such as the Frightened or Charmed conditions, or a Tasha's Hideous Laughter spell, for 1 minute. You can activate this use of Channel Divinity even if one or more of these conditions would otherwise prevent you from taking such an action.
Turn The Poor. As an action, you present some money or something that appears particularly expensive, and speak the holy name of god. Gold and silver light spill forth from your eyes and mouth, expending your Channel Divinity. Each intelligent creature capable of understanding the concept of money within 30 feet of you, whose net worth of all their possessions and property is less than your own net worth, must make a Wisdom saving throw. If a creature fails it saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Chrimatakinesis
At 7th level, you attain the power to control money with sheer force of will.
As an action, you can exert your will on a 5ft-radius area within 30ft (this increases to 60ft at 18th level). You can pick up and move currency in that area using your Charisma score in place of your Strength score (a standard coin weighs about 1/50th of a pound). As part of a single action, you can float an amount of money you're capable of picking up a total of 30ft. You can also "throw" money you've picked up, up to 30ft, which can move outside of your normal control range. This can be used as an attack (see below). By spending an action on consecutive rounds, you may maintain your hold on a single mass of money, causing it to float in a particular area without falling. If you stop controlling money for even a single round, it falls to the ground.
A few specific things that you can do (this list is not exhaustive):
As an action, you can violently move money from one location within 30ft of you, towards a target within 30ft of that area. This is a ranged attack that uses the higher of your (Dexterity or Charisma) modifier for the attack roll. It deals 1d10 damage, plus the higher of your (Dexterity or Charisma) modifier. Small amounts of money (less than 50 coins or bills) deal piercing damage. Large amounts of coinage deal bludgeoning damage, while large amounts of paper currency deal slashing damage. The Extra Attack class feature allows you to make additional attacks with this use of Chrimatakinesis.
As an action, you can draw money up around you into a whirling defensive cloud that obscures your movements and intercepts attacks. This requires a minimum of 500 coins or bills for a Medium creature, and half that for a Small creature. Until the beginning of your next turn, attacks have disadvantage against you.
You can push money around with enough force to flip levers or operate other devices that do not require fine manual dexterity. To do things with more precision, such as turn a doorhandle, open a chest, or pour a bottle of wine, a GM may require a Charisma check. Failure inflicts damage on the manipulated object as if you had attacked it; rather than pour a bottle, you accidentally crush it, instead of turning a knob, you wrench it from its frame.
Holy Word: Bribe
As an action, you invoke the holy name of god and toss a coin, bill, purse or other small form of currency worth one gold piece or more to a creature within 30ft. As you do, a halo of gold and silver light briefly shines from behind your head. If the target is an intelligent creature with a concept of currency, they must make a Wisdom saving throw. On a failed save, they catch the coin (or other form of currency used) and are afflicted with the effects of a Suggestion spell. Like Suggestion, maintaining an instance of holy bribery requires Concentration.
Avatar of Finance
As an action, while there are at least 5000 coins or bills within 60ft of you, you may become the wrath of money incarnate. All currency within 60ft immediately surges towards you, wreathing you in a rapidly churning typhoon of cash. You are lifted up, buffeted by the storm, and it both protects you and augments your attacks. These effects last for 1 minute, after which you must finish a long rest before you may activate this ability again.
You have a flying speed of 60 feet.
All attacks against you have disadvantage.
Each time you make a melee attack, you may unleash a massive, lashing tendril of cash that applies your melee attack to everything in a line 5ft wide and 60ft long.
Each time you make a ranged attack with your Chrimatakinesis ability, you may launch a truly prestigious amount of money into the strike, applying the attack not just to a single target, but to everything in a 10ft radius of your choosing.